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One other thing the people who I chat with as we make AE's, the Sky Raiders are wonderful enemies as world wide mercenaries and have plenty of representation even at the incarnate level, but don't have similar representation in AE. Is there any cbance of updating them, and perhaps other similar factions, so they can work at a higher level range?

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1 hour ago, Driiquar said:

One other thing the people who I chat with as we make AE's, the Sky Raiders are wonderful enemies as world wide mercenaries and have plenty of representation even at the incarnate level, but don't have similar representation in AE. Is there any cbance of updating them, and perhaps other similar factions, so they can work at a higher level range?

I made my own high-level Sky Raiders. Check them out if you want, in my West Libertalia arcs: "West Libertalia Born And Raised", and "West Libertalia: Global Empire".

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Check out my stories in the Mission Architect. Just search for "@Take One" or "SFMA". Here are some enticing titles:

  • Praetoria-related: Earth Revolution Red, Earth Revolution Blue
  • Mercenary Action: West Libertalia: Born And Raised, West Libertalia: Global Empire, West Libertalia: Love And Rockets
  • Soldier of Arachnos Arcs: The Tangled Weave, A Taste For Evil, Faultline By Night, The Warburg Connection,
  • Various: Project Dragon, Evolve Or Die, The Murders in the RWZ Morgue, The Last Crystal Out Of Cimerora
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I don't think this counts as a bug so i'm going to post it here, but could we get the Awakened faction properly set up to level 54? Some of their enemies do go all the way up but hte faction only lists itself as level 34 and doesn't let us use them with higher tier enemies.

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It'd be fairly useless as a *mission* map, but for a few other uses - the destroyed plane (map name IOM DESTROYED PLANE) would be a nice map to have.

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Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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44 minutes ago, Greycat said:

It'd be fairly useless as a *mission* map, but for a few other uses - the destroyed plane (map name IOM DESTROYED PLANE) would be a nice map to have.

What mission is that from?

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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3 hours ago, Darmian said:

What mission is that from?

One of the Night Ward ones, working for the spell council. Forgetting the actual name, but it's where they want you to find out why a bunch of spells got upgraded and you fight the last man on earth.

Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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Oh, Elmo!  Yeah, done that, forgot about it!

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AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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  • 2 weeks later
11 hours ago, CursedSorcerer said:

Another idea: You know the canon missions whose maps have fallen enemies within? (I.E Eagle Eye's "Report to Councilman Hammett") That particular mission has an great atmosphere in my opinion, and I'd like to have an option to have something like that in AE.

Fallen enemies, slain councillors, the whole works.  You'd need two types though. One as "set decoration", grisly thought but as you say atmospheric, and individual ones that are pretty much human collectibles.  You CAN simulate a body, but you need a non objective friendly boss in dead slab animation, and hope for no guards, but they almost always appear, so they have to be friendly too.  And if for some freak reason those guards get into combat your "dead guy" might get up!

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AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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  • 2 weeks later

screenshot_210226-23-31-07.thumb.jpg.4e54e74728bb5e7dd1c4705e2b7cbf0e.jpgscreenshot_210226-23-29-02.thumb.jpg.36671032c06ec8daa14945b1f147c73b.jpg

 

This base from the Redside Kuzmin missions.  That would be a welcome addition,  It's not big but it has some character.

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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Here's a specific map that seems like it should be easy to port:

 

OUTDOOR_UNIQUE_FOREST_01C

 

It's basically every normal outdoor forest (you know the one with the stone pillars and the two "tunnels" in among the trees), but the sky is green! Because it's the Hydra dimension.

  • Like 1

Check out my stories in the Mission Architect. Just search for "@Take One" or "SFMA". Here are some enticing titles:

  • Praetoria-related: Earth Revolution Red, Earth Revolution Blue
  • Mercenary Action: West Libertalia: Born And Raised, West Libertalia: Global Empire, West Libertalia: Love And Rockets
  • Soldier of Arachnos Arcs: The Tangled Weave, A Taste For Evil, Faultline By Night, The Warburg Connection,
  • Various: Project Dragon, Evolve Or Die, The Murders in the RWZ Morgue, The Last Crystal Out Of Cimerora
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I honestly would like to see powers like 'Brawl', 'Boxing', and others that the NPCs and such use in AE so we can make our own types of enemies using those and not be forced to mimic them. While there are some such as 'Cutscenes' and 'Surrendering Bosses' that would be interesting. Its more on the lines of things like having enemies that act like Marksman or could pull out an RPG and fire it at you that I would like to see.

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I'd like there to be an animation option for when you select - if you do - what enemy to mass populate the map with.  Ok, a lot of the time I'll choose "empty" and use patrols, but if an enemy were actually doing things...OR (echoing a chat on the Discord) you chose "Loyalists" to populate the map and then set them to "Dead", then you'd wander in to see bodies everywhere.  Not "Dead slab" or whatever where they get up, but "Dead" meaning fixed and remaining so.

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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  • 1 month later
On 3/19/2021 at 5:45 AM, Darmian said:

I'd like there to be an animation option for when you select - if you do - what enemy to mass populate the map with.  Ok, a lot of the time I'll choose "empty" and use patrols, but if an enemy were actually doing things...OR (echoing a chat on the Discord) you chose "Loyalists" to populate the map and then set them to "Dead", then you'd wander in to see bodies everywhere.  Not "Dead slab" or whatever where they get up, but "Dead" meaning fixed and remaining so.

 

I actually encountered this in action so it is somehow in game for some of them.

 

I put some level 20-29 Banished Pantheon on one of the graveyard maps and they were all drumming and casting the banished pantheon green spell without any special effort from me.  

AE Arcs: Search for @Ankylosaur    * denotes Dev's Choice

  • Adventures in Lit:  Adventures in Wonderland - 25-54*  |  Adventures in Oz - 40-54  |  Adventures in Neverland - 45-54
  • Notable One-offs: Rularularian - 41-54*  |  The Serpent Beyond the Horizon - 46-52*   |  Robolution - 25-34*  |  The Genesis & Geneticists of The Coming Hamiggedon -  41-54*   |  Spycraft and Spidermen - 40-47  |  Return to Faultline - 40-54 
  • Post-Praetoria Series: All That Glitters: Gold Brickers & Mooks 9 Arcs  |   All That Glimmers:  First Warders & Mu - 9 Arcs  | All That Glints: The Awakened & Council - 3 Arcs  |  All That Glows: Nictus & 5th Column - 3 Arcs*   |  All That Gleams: Epilogue (Neo Tokyo) - 1 Arc
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Yeah, but they're doing their BP thing 🙂  I want you to be able to enter a mission and find NPCs lying or sitting or whatever because I've set them to do that.

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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  • 3 weeks later

I'd like to see powersets along these lines:

 

Controllers:

 

Weapons Control: You make use of immobilization weapons to disable or incapacitate your enemies (could make use of a Sapper gun)

 

Wind Control: You use the power of the winds to toss and trap your enemies in a high speed vortex

 

Dominators:

 

Weapons Assault (Rifle-Jutsu or Bayonet Bojutsu)

 

Small Arms Assault (Gun-Fu)

 

Blasters (Archetype):

 

Plasma Blaster: You have a plasma gun which you use to fire shots at your enemies with a vast array of firing modes, you're able to fire devastating blasts at your enemies.

 

Dual Blasters: You wield two plasma blasters which you use to vaporize your foes.

 

Powered Armor: You have come into the possession of a power armor equipped with an array of different weapons, ranging from gauntlet fired missiles, shoulder missiles, and powerful devastating gadgets.

 

 

Mastermind

 

Paladin Summoning: You are a master of ancient medieval combat, you summon archers, lancers, longsword knights and Paladins to your aid

 

Infested Summoning: As a devouring earth lifeform with links to the Hamidon, you summon local enemy groups that have been infected with spores to fight under your command

 

AE

 

Again, we need certain apocalyptic maps (destroyed nova and other destroyed praetorian maps), Tyrant, and other unavailable mega-bosses, as well as some of the powersets that are available on the live game but not on AE *cough* Psionic Melee *cough*

 

 

Just some thoughts...

Edited by Panthonca7034
Forgot descriptions and added on-topic input
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  • 2 weeks later

Not so much content as RANT.  Please fix the ridiculous circular logic loops caused when using an Escort.

 

1) I need to bring an Escort to an object.

 

2) However the object has to spawn BEFORE or at the same time as the Escort, and is not actually triggered by the completion of the Escort's rescue.

 

3) ARGH.

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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  • 2 weeks later

Most of my ideas aren't new, but I'd like to see:

  • Customize power colors/alternate animations (like you can for player creation).
    • I gave retro sci-fi ray guns to a Dual Pistols enemy, and he was still shooting bullets, which is immersion-breaking. 
       
  • Toggle invincibility for NPCs and then be able to turn it off after a certain objective is met.
    • Maybe I don't want my plot-important ally to be able to die until they lead the player to a certain objective.
       
  • Ability to assign non-humanoid creatures to custom enemy groups
    • ex. Rikti Monkeys, MM pets, vanity pet models like the German Shephard
    • Ability to change creature sizes (ex. make a giant Rikti Monkey)
    • Maybe more color/pattern options. I was disappointed there was no way to recolor the spirit panther's fur.
       
  • More custom options for existing humanoid NPCs
    • Why can't we, say, change the hairstyle or gloves of a Carnie?
       
  • Ability to copy powers from existing characters and apply them to new ones.
    • I wanted to take the phase shift power of the Carnie Illusionists and apply it to a ghost character
       
  • An opposite of betrayal-- make an enemy join your side. Surrendering enemies would be good too.
     
  • Be able to have a dialog with NPCs on the mission map (like an ally, or a boss talks to you before the fight and gives you a choice). Maybe allow some quest branches.
     
  • Customizable maps
    • Maybe the base-building system could be used to as a base to code such a thing? You could build a base to be saved in some kind of non-SG slot, and then load it as a map in AE.
    • Ability to change time of day/sky in existing outdoor map.
       
  • Ability to place a collection object, mob, or boss in a specific place.
    • Especially useful in outdoor maps that don't allow any control over placement.
    • It'd be handy to be able to set a randomly spawned collection of objects that aren't glowies. For instance, you enter the woods where a man-eating monster is known to dwell and see piles of bones everywhere. 
       
  • Ability to choose a music cue for when players enter a level
     
  • Ability to set the number of enemies in an ambush (or at least limit it to one).
    • Maybe I just want to have one sub-boss character come in to help a boss who's close to death.
       
  • A fix for whatever is wrong with setting a combat escort to betrayal.
    • My ally isn't set to green and I can attack her before any betrayal objective is reached. Even when I turn off betrayal, she's still attackable.
       
  • Ability to make a transforming boss.
    • You set up 2 enemy types: one normal, one final form. When you wear down the normal version boss down, you can set it to perform a costume change emote and say something, then the character is swapped out for the final form version and defeating that becomes the new objective. 
    • Even if it can't be done that way, a workaround could be being able to set a boss to run and disappear or teleport away, and rather than causing the mission to fail, use the disappearance as a condition to spawn the new boss. The mission writer could say something like "He ran away, but in the distance you see a flash of light and hear a howl of transformation..."
    • This could work for an ally too. Say you run into a robot wanting to help you, but she's missing her head, so you need to search some boxes to find it, then you come back to the NPC and she changes so her head is back on and powers are switched on and now she's free to tag along and help you.
       
  • Allow more emotes to be used when setting Starting Animations
     
  • Allow placement of enemies/objects in different sections of an outdoor map
     
  • Ability to have a character give the player a temp power (like weapons)
     
  • Ability to give the player a disguise 
     
  • Generic maps.
    • ex. a forest without War Walls that could be used for a quest set in the distant past.
       
  • When an ally betrays the player after beating a boss, let us be able to set defeating this new enemy as a new objective to complete the level. 
Edited by Tailcoat
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When an escort is set to betray the player, I'd like to be able to add defeating them as a new objective. I read a tip about setting it so the player must leave through the level's front door to force them to fight the betraying character, but I tried that and easily ditched the character and left, so that doesn't work.

It would be nice if we could add running bystanders that can't be targeted like you see in some levels.

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  • 2 weeks later

Hello,
This is my first post here and I don't know if anyone has suggested this, but have an Idea for a New Mastermind Primary Power Pool.

 

I just want to start with... Thank you so much for bringing back my beloved game!

 

One of the things I always thought about when playing City of Villains (where they introduced the Mastermind), was that the prestige classes you gained access to, should have had an Arachnos Mastermind. 

 

There are Arachnos robots that would have been perfect for this in the form of the Spiderlings, Arachnos Drones, and the Arachnobot.

 

The Power Pool could have those 3 as the Henchmen summons, with the last power (the 2nd power-up for henchmen), being the better versions (Advanced Spiderlings/Arachnobot Blasters, Arachnos Drone Coordinators, and the Arachnobot Disruptor)

 

The Weapon used would be the Nullifier Mace that the Arachnos Troopers carry (maybe use the tech maces/magic maces for cosmetic differences, like you can do with most of the Mastermind gun powers)

 

The Powers in this power pool would be comparable to the equivalent powers from the other Mastermind Power Pools.

 


Level 1 Powers:
- Mace Beam
Ranged, Moderate Damage (Energy/Smash), Foe Knockback
  The Nullifier Mace is capable of firing a tremendous bolt of Force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

 

- Spiderlings
Summon Spiderlings

 


Level 2 Power:
- Mace Beam Blast
Ranged, Area of Effect, High Damage (Energy/Smash), Foe Knockback
The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

 


Level 6 Power:
- Equip Drones
Ranged, Equip Arachnos Henchman

 


Level 8 Power:
- Venom Grenade 
Ranged, (Damage over Time, Toxic) Foe -Damage, -Recharge
  The poisonous gas has severely weakened your attacks and Slowed your attack speed.

 


Level 12 Power:
- Arachnos Drone
Summon Arachnos Drones

 


Level 18 Power:
Spiderlings Swarm (Reskin of the Thug's Gang War)
Summon
Calls a Swarm of 10 or so Spiderlings to come to your aid for a brief while. Swarms are not like your true Henchman. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Drones. Swarms are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off.

 

Recharge: Very Long
Minimum Level: 18 (Mastermind)
Effects: Summon Swarm (Calls approximately 10 Drones)
Enhancements: Reduce Endurance Cost, Increase Attack Rate, Enhance Damage, Enhance Accuracy
Set Categories: Pet Damage

 


Level 26 Power:
- Arachnobot
Summon Arachnobot

 


Level 32 Power:
- Upgrade Drone
Ranged, Upgrade Arachnos Henchman (into the higher forms)
 

 

 

Edited by Vaylenisme
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2 hours ago, Vaylenisme said:

Hello,
This is my first post here and I don't know if anyone has suggested this, but have an Idea for a New Mastermind Primary Power Pool.

 

I just want to start with... Thank you so much for bringing back my beloved game!

 

One of the things I always thought about when playing City of Villains (where they introduced the Mastermind), was that the prestige classes you gained access to, should have had an Arachnos Mastermind. 

 

There are Arachnos robots that would have been perfect for this in the form of the Spiderlings, Arachnos Drones, and the Arachnobot.

 

The Power Pool could have those 3 as the Henchmen summons, with the last power (the 2nd power-up for henchmen), being the better versions (Advanced Spiderlings/Arachnobot Blasters, Arachnos Drone Coordinators, and the Arachnobot Disruptor)

 

The Weapon used would be the Nullifier Mace that the Arachnos Troopers carry (maybe use the tech maces/magic maces for cosmetic differences, like you can do with most of the Mastermind gun powers)

 

The Powers in this power pool would be comparable to the equivalent powers from the other Mastermind Power Pools.

 


Level 1 Powers:
- Mace Beam
Ranged, Moderate Damage (Energy/Smash), Foe Knockback
  The Nullifier Mace is capable of firing a tremendous bolt of Force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

 

- Spiderlings
Summon Spiderlings

 


Level 2 Power:
- Mace Beam Blast
Ranged, Area of Effect, High Damage (Energy/Smash), Foe Knockback
The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

 


Level 6 Power:
- Equip Drones
Ranged, Equip Arachnos Henchman

 


Level 8 Power:
- Venom Grenade 
Ranged, (Damage over Time, Toxic) Foe -Damage, -Recharge
  The poisonous gas has severely weakened your attacks and Slowed your attack speed.

 


Level 12 Power:
- Arachnos Drone
Summon Arachnos Drones

 


Level 18 Power:
Spiderlings Swarm (Reskin of the Thug's Gang War)
Summon
Calls a Swarm of 10 or so Spiderlings to come to your aid for a brief while. Swarms are not like your true Henchman. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Drones. Swarms are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off.

 

Recharge: Very Long
Minimum Level: 18 (Mastermind)
Effects: Summon Swarm (Calls approximately 10 Drones)
Enhancements: Reduce Endurance Cost, Increase Attack Rate, Enhance Damage, Enhance Accuracy
Set Categories: Pet Damage

 


Level 26 Power:
- Arachnobot
Summon Arachnobot

 


Level 32 Power:
- Upgrade Drone
Ranged, Upgrade Arachnos Henchman (into the higher forms)
 

 

 

Nice ideas!

 

But reposting to Suggestions and Feedback would get more responses I feel. This is content, but it's content for inside the Architect Entertainment creator inside the main game.

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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